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USING BEHAVIOR MATRIX TO PERFORM CONTENT ADAPTATION IN MOBILE LEARNING

UoM Research Week

8 – 12 Nov 2021��AUTHORS:�CURUM Brita�KHEDO Kavi Kumar

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OVERVIEW

  • Introduction
  • Behavior Matrix or Personas
  • Users learning pattern or style
  • Implementation Structure of the Behavior Matrix in Mobile Learning
  • Two Scenarios are defined
  • The System Architecture
  • Results & Discussions
  • Future Works
  • Conclusion

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INTRODUCTION

The use of mobile devices whereby learning is supported while moving, leaving behind limitations of traditional educational environments

Mobile Learning

  • Location / Environment
  • Time
  • Behavior or Moods (Emotional state)
  • People / Identities
  • Objects

Context

Context-awareness

any information that can be used to characterize the situation of an entity (person, place or object)

  • Where you actually are ?

  • Who you are with ?

  • What resources are in proximity ?

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BEHAVIOR MATRIX OR PERSONAS

A behavior matrix or personas is a chart which features different attributes of a person’s attitude under distinct contexts��Personas are imaginary people representing different audiences such as learners, customers, marketers etc

Purpose: It is used to identify the right behavioral description of the person during learning

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USERS LEARNING PATTERN OR STYLE

Each individual learner presents a unique learning pattern or style

These are monitored using a pre-defined behavior matrix or personas for learning purposes

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IMPLEMENTATION STRUCTURE OF THE BEHAVIOR MATRIX IN MOBILE LEARNING

The Newbie

  • Novice
  • Neutral
  • No important information retrieved from the learner’s profile

The Seasoned Artist

  • Past experiences / skills
  • Talented
  • Information seeker

The Collaborator

  • Collaborate learning
  • Focused
  • Going with the flow

The Specialist / Master / Professor

  • Mastery Level
  • Competent

The Goal Achiever

  • Open to experience
  • Willingness to learn new things
  • Risk-taking
  • Perseverance
  • Focused
  • New aspirations

The Observer

  • Follow the trends
  • Make small decisions
  • Influenced with peers

The Lazybones

  • Careless
  • No planning
  • Not focused
  • No interests
  • Wasting too much time
  • Slow learner

The Explorer

  • Adopting a growth mindset
  • Learn new things
  • Develop self-awareness
  • Passion / purpose identifier
  • New aspirations

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TWO SCENARIOS ARE DEFINED:

Scenario 1

  • No information about age, mood at the start of the application

  • Response = Neutral

  • Results: “The Newbie”

Scenario 2

  • Age, mood, previous knowledge of the person are confirmed, then

  • Response = A profile match

  • Results: “The Seasoned Artist”

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THE SYSTEM ARCHITECTURE

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FUTURE WORKS

1. Implementation of Bio sensors to track behavior of learner

Contribute to effective delivery of more personalized data based on the learner’s context information. �(Capturing the eye movement of a user could bring significant amendments while reading).

3. Investigate on pedagogical factors (human behavioral aspects and psychology)

2. Introduce a log system for user behavior model

A log system should be introduced to have a better insight of the user activities and adapt contents based on these actions.

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CONCLUSION

Students can set their own learning schedule based on their level of priority, their learning interests, their own pace, and also their current behavior

Customized / personalized learning for individual needs will increase the learning efficiency.

Mobile learning should continue its focus in constructing smart learning application using relevant context information at all levels.

Set goals and monitors own progress. Individuals are therefore more organized and are responsible for their actions.

Exhibits self-control and manages the emotions

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THANKS!

Any questions?

You can contact us at:�

brita_curum@hotmail.com

k.khedo@uom.ac.mu